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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)E
Posts
8
Comments
274
Joined
3 yr. ago

  • It's funny, Sakurai addresses something like that right at the start of this Direct. He mentions that he made the game on request, and was confused that they wanted it. "It's a frantic racing game with familiar characters, isn't that just like Mario Kart?" Then he kinda shrugs it off, like "Yeah, guess it is lol."

  • I remember a while back, thinking I'll be done with StS once I beat ascension 20. Then, I'll just get 20 with the first three characters. Now I'm eyeing the leftover achievements. Never ends. StS2 will destroy me lol.

  • I've been playing Kid Icarus (NES) here and there, and really having a good time.

    My past experience with it was with the 3D Classics release on 3DS. I guess I didn't stick with it very long, but I remember thinking it was excessively difficult at the time.

    This time around I'm just winging it. But this time I had more patience and managed to make it past 1-3. That level does have a lot going on. You're early in the game, so barely any health. You're platforming upwards, so the ground that was below you scrolls away for constant death traps. And you're being pressured to move quickly, by enemies spawning in from below. You also can't afford pretty much anything from the shops to help you. Makes a satisfying little challenge.

    After that you get to a labyrinth, which is like a teeny tiny Metroidvania. Very different kind of pace and feel that makes for a fun change up. I'm on the second labyrinth now, and I think I'm gonna have to take paper notes next time to navigate.

    The going seems much easier now in world 2's platforming stages, since I have several powerups. Glad this game has infinite continues and gives passwords though.

    Anyway, I want to be playing more of the new DK... but right now KI's been kinda hitting the spot.

  • The idea you're getting at is 'security by obscurity', which in general is not well regarded. Having secret code does not imply you have secure code.

    But I think you're right on a broader level, that people get too comfortable assuming that something is open source, therefore it's safe.

    In theory you can go look at the code for the foss you use. In practice, most of us assume someone has, and we just click download or tell the package manager to install. The old adage is "With enough eyes, all bugs are shallow". And I think that probably holds, but the problem is many of the eyes aren't looking at anything. Having the right to view the source code doesn't imply enough people are, or even meaningfully can. (And I'm as guilty of being lax and incapable as anyone, not looking down my nose here.)

    In practice, when security flaws are found in oss, word travels pretty fast. But I'm sure more are out there than we realize.

  • I see where you're coming from, and that makes sense.

    But I do think votes in both directions help curate the community into something that's more pleasant. I'm imagining downvotes more for suppressing trolling, aggressive, or all around unconstructive posts/comments.

  • I think the best is when folks can provide expertise or information on a subject. Particularily in a way that surfaces infromation other users want to know, and bonus points if they didn't realize they wanted to know.

    But that's the hard part. Any comment (that's kind and thoughtful at least) contributes to a sense of community. Same, to a lesser extent for just up and down voting. And all that is really easy to do.

  • Right? I never tried it online for years either, though my friends and I did a lot of local co-op. Even though online is in the name, I actually think the offline is what really makes the game.

    Anyway, there was just something beautiful to me about that drop chart. You could hunt specific things with specific characters, and the rates made most of it feel rare but findable.

    I don't know how they struck that sweetspot so perfectly. Had all the hook of an mmo while still being grounded and approachable.

    • The Legend of Zelda: A Link to the Past
    • Super Smash Bros. Melee
    • Phantasy Star Online: Episodes I & II
  • Interesting, I never knew. Is that the case for aviation industry in other parts of the world too?

  • I wish my job would force MacOS instead of Windows. 😭

  • That's valid and there's not much filthy about it at all. Digital is convenient and I see why many people are all in on that, even though it's not for me.

    But GKCs are kinda whack from that angle too. Adds clutter IRL, have to switch between cards; basically most of the same disadvantages you see from physical, without some of the upsides.

    I think there is another segment though, that just wants access to games as cheap as possible. GKC may, over time, work well in that sense.

  • Because of composition rules. Fewer characters, much easier to brute force guess.

    So when a site tells you 'Your password must be at least 6 characters long', and they just want to get past it to get to the content, the number is already on their mind.

  • Right! Emphasis, however sadly, on 'should be'.

  • Basically, but there are some differences. It's more like a physical key to a digital game, rather than a one-time unlock code.

    GKC:

    • No data on card, requires internet & Nintendo service first use
    • Installs to storage, taking up space
    • Requires card inserted into system to play
    • Box is an artifact to display on store and home shelves
    • Freely re-sell or buy used

    Full physical:

    • All data on card, no internet dependence
    • Only requires enough space for a save game
      • (Unless you download patches and updates, but still takes less storage)
    • Requires card inserted into system to play
    • Box is an artifact to display on store and home shelves
    • Freely re-sell or buy used

    Full digital:

    • Internet & Nintendo service required to purchase.
      • Long term, store front will likely go down much earlier than re-download servers
    • Installs to storage, taking up space
    • No need to put card in system, play any digital game installed at any time
    • Retail presence is limited to codes, either printed on cardboard or code-in-a-box
    • No need to store any artifacts, saving valuable space in your home
    • Unable to re-sell or buy used.

    So, it's just a slightly different mix of pros and cons. Gotta pick which things you care about.

  • Hard to say it's not getting enough attention - there are a lot of serious problems going on in the world today, that people are justified in making noise about.

    But one of my pet issues is the switch to the metric system in the US. Why are we not working towards this? It was standardized decades ago. Should be uncontroversial to deprecate imperial, even though it obviously can't happen overnight.

  • I feel like the 'negative response' to these is probably overstated. I just really doubt your average person, who happily keeps their game console online and patiently downloads an update every time they insert a new game, cares at all.

    To be clear, I do not like GKCs myself and will not buy one. But I don't think folks should get their hopes up.

    There are tons of factors here, from loud niches influencing general opinion, to the concrete sales games are/are not getting, to the high cost of storage expansion on Switch 2. So hopefully the winds do change a little over time. But if a 3rd party publisher can't squeeze out margin per copy on a game, it (mostly) doesn't matter how many or few copies they sell.

  • I think all 3 of the DS games were really great, but I especially appreciated the more action-oriented approach in Ecclesia. It's still very recognizably in the Iga-vania line, but has a little bit of the flavor from the older CV style too.